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Samplesync Audioplayer
Hi there!
Is there a way to play audio files/loops in a way that the parallel played files are in sync down to one sample?
Any known audio engines out there? Thnx!
Answer by Sren Christiansen · Nov 23, 2010 at 07:18 PM
Sources played in the same frame are synched precisely now (as of Unity 3.0). You can play sources delayed at a sample precise point in the future with .Play(int64 delay), where delay is the delay in samples.
Answer by StephanK · Sep 04, 2010 at 12:04 PM
Try fmod. Or wait for Unity3.
F$$anonymous$$OD is expensive and I found this about Audui in Unity3: #
y chance? #
Ethan Vosburgh said on June 28th, 2010 at 9:46 pm:
Quoting Sren (Audio Engineer at UT) You get sample-precise ti$$anonymous$$g of audiosources in 3.0. All sources .Play(ed) in the same frame will start at the exact same sample-boundary. And a new overloaded version .Play(Int64 delaySamples) is also introduced to time sources precisely over time. (http://blogs.unity3d.com/2010/06/25/unity-3-feature-preview-audio/#comment-15072) but I don't want to wait unil "com$$anonymous$$g soon" will happen - wenever this will be...
As long as you don't use it commercially fmod is for free.
o.k. - so here we are with unity3d 3.0!! we are all happy about it. so, how could i play some loops samplesynchronously (is there a word like that?)
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